旧手表 - Old Watch similar games & best alternatives

旧手表 - Old Watch

PC (Microsoft Windows), Mac • 2017

Should you play it?

This is an Visual Novel game. It's a story about time leap.

What works
  • Engaging and complex time-travel narrative
  • High-quality character art and cg
  • Interesting minigames integrated into story
  • Good voice acting for a chinese indie game
  • Strong emotional and thematic depth
Things to keep in mind
  • Limited branching and mostly linear story
  • Some bugs and technical issues reported
  • Repetitive backgrounds and limited cg quantity
  • Minigames can be frustrating or disrupt pacing
  • Certain story elements and endings feel rushed or incomplete

What to play next

Top picks

Games that feel the closest overall

  • Hooked on You: A Dead by Daylight Dating Sim™

  • Notch - The Innocent LunA: Eclipsed SinnerS

  • Omen Exitio: Plague

  • Just Deserts

  • Hatoful Boyfriend

  • Hitler is my crush

  • The Blind Prophet

  • Lake of Voices

  • 目盲/Blind

Hidden Gems

Less popular games with surprisingly high similarity

  • Just Deserts

  • The Blind Prophet

  • 目盲/Blind

If you liked…

Recommendations by what you enjoyed most

  • Story

    Technobabylon

  • Escapism

    Asbury Pines

  • Fantasy

    Chronigma

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

旧手表 - Old Watch: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Violence, Cooperation, Survival. Here, the score leans higher than usual among comparable games on Intimacy, Story. It leans lower than usual among comparable games on Exploration.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    3

    "Players make choices that influence the story and match outcomes, though the game is mostly linear with limited branching."

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    "Players can make decisions at key points, but the story is mostly linear with limited branching; some choices lead to dead ends, encouraging trial and error."

  • Competence

    Game with the same Competence vibe

    2

    "Players engage in reading and making a few narrative decisions, which requires some attention and comprehension but minimal skill variation."

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    "The game includes skill-based minigames that require player attention and practice, but many narrative parts are straightforward reading."

  • Competition

    Game with the same Competition vibe

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    "No evidence of competitive elements; gameplay is single-player and focuses on personal progress without comparison."

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    "No evidence of competitive elements; gameplay focuses on personal story progression without player comparison."

  • Continuation

    Game with the same Continuation vibe

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    "Players often engage in multiple playthroughs to uncover more story and endings, showing some habitual engagement."

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    "Players tend to engage in multiple playthroughs to explore different endings and dead ends, showing some habitual play despite some frustration."

  • Cooperation

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    -5

    "Single-player experience with no cooperative or multiplayer features."

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  • Creativity

    Game with the same Creativity vibe

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    "Some creative world-building and character design, but gameplay follows a fixed narrative without player-driven creation."

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  • Domination

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    "No social dominance or power exertion elements present."

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    "No social dominance or power exertion elements present."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong narrative immersion and atmospheric storytelling provide an escape from real life through mystery and time travel."

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    "Strong narrative immersion and time-travel fantasy provide players an escape from reality."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage voluntarily for story and atmosphere; no indication of obligation or external pressure."

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    "Players engage voluntarily for story and experience; no indication of obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

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    "Multiple endings and branching paths encourage trying different choices, though gameplay is simple."

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    "Players experiment with different choices and endings, though the branching is limited and many choices lead to dead ends."

  • Exploration

    Game with the same Exploration vibe

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    "Exploration is limited to narrative choices within known story settings; no physical or open-world exploration."

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    "Exploration is limited to narrative progression and some puzzle elements; no open-world or free exploration."

  • Expression

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    "Players can appreciate character designs and art style, but no customization or avatar personalization is available."

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  • Fantasy

    Game with the same Fantasy vibe

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    "Strong sci-fi and time travel narrative with imaginative story elements."

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  • Fellowship

    Game with the same Fellowship vibe

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    "No community or social features; entirely single-player."

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    "No community or social group features; purely single-player."

  • Growth

    Game with the same Growth vibe

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    "Players develop understanding of story and characters; some learning through puzzle solving."

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    "Players develop understanding of complex story and theories; some learning involved in puzzle solving and narrative comprehension."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay."

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  • Idle

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    "Requires focused reading and attention, not suitable for passive or background play."

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  • Intimacy

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    "Emotional engagement with characters and story, but limited to narrative rather than real social relationships."

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  • Leadership

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    "No leadership or group management roles present in gameplay."

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  • Progression

    Game with the same Progression vibe

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    "Progression through story and unlocking achievements, though no item collection or upgrades."

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    "Progression through storylines, unlocking endings and achievements; no item or upgrade collection."

  • Relaxation

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    "Some players find story immersive and relaxing, others note slow pacing and occasional frustration."

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  • Sensation

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    "Visual and auditory elements are enjoyable but not highly stimulating; some players mention good music and graphics."

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  • Status

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    "No social status or recognition systems."

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  • Story

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    "Strong narrative focus with complex plot, character development, and multiple endings."

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  • Strategy

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    "Some puzzle-solving requires logical thinking but overall strategy demands are low."

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  • Thrill

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    "Tension arises from time-limited puzzles and narrative suspense, but overall controlled and not extreme."

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    "Tension and suspense arise from story twists and minigames, but not intense or constant."

  • Value

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    "Generally considered good value for price by players appreciating story and art; some frustration with gameplay."

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    "Generally considered good value for price by players, especially given the quality of art and story."

  • Violence

    Game with the same Violence vibe

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    "Contains some violent narrative elements but not focused on combat or destruction gameplay."

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  • Survival

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    "Some story elements involve danger and threat, but survival mechanics are not gameplay-focused."

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    "Some survival elements in minigames and story tension, but not a core gameplay focus."

Last update: 09/07/2026